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Tell us about your company: All fields are required unless noted. Max chases them and challenges Scrotus to a duel on the Land Mover.

Scrotus sticks his dog on Max but fails and is brutally kicked off the moving Land Mover by him. He stabs Scrotus in the head with his own chainsaw but is no match for Scrotus, who kicks Max and his dog out of the Land Mover.

With his dog, Max obtains a weapon and clothes from a dead Wastelander. Wandering around the desert, Max finds an overzealous, hunchbacked mechanic named Chumbucket Jason Spisak who calls him the Driver.

Chumbucket leads Max to Scrotus and the War Boys and tells him that he built a car, the Magnum Opus, which has a few missing parts; Max agrees to search for them.

Max must first liberate Wasteland leaders' territories from the War Boys: Jeet Josh Keaton , whose stronghold is in an old lighthouse, and Gut Gash Liam O'Brien , whose followers believe that they will be protected from a flood in their ship stronghold.

His stronghold is the remains of an oil tanker. He must penetrate the Jaw, a massive gate protected by War Boys, with the Magnum Opus outfitted with the Thunderpoon an exploding harpoon.

His victory is short-lived; Scrotus delivers the prize and attacks him. After he is shot with a crossbow and thrown down a mine shaft Max is saved by Hope, who takes him to the Organic Mechanic and Scab Orion Acaba —also known as the Bloodbag.

While Max is undergoing surgery, he has a hallucination that his wedding to Hope is officiated by Chumbucket and a man with a dog's head.

He eventually agrees, and travels to the Underdune. After Max rescues Glory from the Buzzards he returns to the temple to discover that Chumbucket, in a fit of jealous rage, had brought the Magnum Opus back to his old home in the south.

Max follows him in one of Deep Friah's cars, but learns that Scrotus and Stank Gum had arrived first. They tortured Chumbucket, who revealed Hope and Glory's location and their ties to Max.

Max kills Stank Gum, rushes back to the temple and finds Hope hanged to death and Glory who had also been tortured on the floor.

Glory soon dies too, and Max swears vengeance against Scrotus. He returns to Gastown and learns Scrotus' location from Scab.

Max and Chumbucket find Scrotus driving around the Purgatory Flatlands, an area far away from the Great White and use the Magnum Opus to crash the Land Mover, which is pushed to the edge of a cliff.

Max wants to push the Mover off the cliff with the Magnum Opus but is opposed by Chumbucket, who considers himself the car's protector.

Scrotus escapes with the Interceptor, Max's car at the start of the game, and challenges him. Max wins the battle, pulling the chainsaw blade out of Scrotus' head and killing him.

The game ends with Max entering the Interceptor and placing a picture of his family on the dashboard before he leaves for parts unknown.

A video game set in the Mad Max universe was mentioned by franchise creator George Miller in a interview. The project was originally intended as a tie-in with a Mad Max animated film which would be released simultaneously.

The film's production was suspended to allow adequate production time for the game. Full production of the game began before May In April , Avalanche announced that Mad Max would be delayed until the following year, [41] making it one of the titles released during Avalanche's "biggest year since [its] inception".

Fury Road and was not intended to be a tie-in ; [46] its setting and story are original. Interactive Entertainment , believed that a standalone game was more beneficial to players than a "play-the-movie game" after the success of its Batman: Similar to the films, Max seldom speaks or expresses emotion; his thoughts are reflected by his actions.

The team aimed at developing a complex character and personality for him. According to the game's director, Max is traumatized by past experiences such as losing his family ; this makes him "insane", "unstable", and "mad".

These qualities are reflected in the game's "rage" mode, in which Max inflicts additional damage on enemies.

Lead designer Emil Krafting said that gameplay was the top priority during development. Like the Just Cause series , Mad Max ' s developer aimed to give players autonomy by providing tools to create their own events.

According to Avalanche, they did not plan to be influenced by other post-apocalyptic video games such as Fallout , Rage , and Borderlands since most of those games were inspired by the original Mad Max.

The game's world was inspired by the Just Cause series, which features large sandboxes for players to explore. The game world is scaled according to gameplay density and frequency; the development team emphasized creating a world with choices and distractions, rather than focusing on size.

The idea was later scrapped, since the studio thought the element "interfered with gameplay". Mad Max is powered by Apex Engine formerly known as Avalanche Engine , an in-house proprietary engine developed by Avalanche and also used in Just Cause 2.

Gaming journalists invited to preview a private gameplay demonstration at E3 noted that Max had an American accent, rather than the Australian accent of the film series, and fans protested his new American voice; Avalanche Studios later confirmed that he would have an Australian accent.

Players who pre-ordered the game could receive the Ripper, an additional Magnum Opus design. Fury Road were included in the Post-Apocalypse Edition.

Interactive Entertainment sponsored launch events. In Australia, the company invited artists to create artwork on their vehicles with dust.

The offer was free, since "dollars are worthless in the wasteland". Before release, Mad Max received positive reviews.

Game Revolution called its gameplay "exhilarating, fast, violent, and fun" and said it would be the title that fans of the series would want to play.

Mad Max received "mixed or average" reviews from critics, according to review aggregator Metacritic. Its story received a mixed response. Brandin Tyrrel of IGN found the story surprising and genuine, despite most of the action occurring later in the game.

Tyrrel wrote that the characters have different personalities and distinct qualities, and considered them the "true star" of the game.

Mad Max ' s world design received generally positive reviews. According to Brandin Tyrrel, it captured the films' savage tone and the game's sandbox was a "gorgeous" setting for players to explore.

Daniel Bloodworth of GameTrailers echoed Bertz, calling each region unique and distinct. Bloodworth also praised Avalanche for its efforts in crafting the world.

Peter Brown of GameSpot praised Mad Max ' s natural disasters, writing that it set a new standard for in-game weather effects. Tyrrel considered the vehicular combat one of the game's best elements, adding a layer of creativity.

Brown praised the car action, calling it intense, complex, and unpredictable, but criticized the over-simplistic and shallow on-foot combat.

He also praised the car mechanics, writing that it has offered players a cinematic experience. Kollar criticized the boss fights, which he thought lacked variety.

Other gameplay aspects received mixed reviews. Tyrrel praised the customization system for Max and the Magnum Opus, since the customization impacts the gameplay and makes the overall experience more rewarding; [92] Kollar echoed this.

He called the health system a redundant addition in which resources, such as water and food, play an insignificant role and can be neglected by players.

Brown also criticized the scrap-collecting system, writing that it frustrated most players and slowed the game's pace. He praised its world design which he thought echoed the films , describing it as "a world of twisted metal and sudden violence that's there to be survived rather than conquered".

Brown criticized the game's lack of a climbing system, which hinders movement; [88] this was echoed by Carter.

Mad Max ' s quest design also received mixed reviews. Tyrrel praised the content and activities scattered across the world, calling the activities engaging for most players.

However, he disliked the repetition which dragged down their replay value. The game had some technical problems when it was released.

Tyrrel noted an unstable frame rate and occasional texture pop-up, [92] and Kollar identified audio problems. The Phantom Pain , which was released the same day.

From Wikipedia, the free encyclopedia. Retrieved 26 May Retrieved 26 April Retrieved 1 July Retrieved 26 March Retrieved 22 June